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利用C++實(shí)現(xiàn)的貪吃蛇游戲

2019-11-17 05:00:55
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  在tc 3.0下調(diào)試通過,因?yàn)閠c 3.0不支持bool 類型,所以程序中自定義了個(gè)枚舉類型變量bool
  假如在vc或者bc中運(yùn)行,可以把這個(gè)bool類型注釋掉.
  貪吃蛇的核心算法時(shí)如何實(shí)現(xiàn)移動(dòng)和吃掉食物.
  沒有碰到食物的時(shí)候,把當(dāng)前運(yùn)動(dòng)方向上的下個(gè)節(jié)點(diǎn)入隊(duì),并以蛇節(jié)點(diǎn)的顏色重繪這個(gè)節(jié)點(diǎn).
  然后把頭指針?biāo)傅墓?jié)點(diǎn)出隊(duì),并以游戲框架內(nèi)部背景色重繪出隊(duì)的節(jié)點(diǎn),這樣就可以達(dá)到移動(dòng)的效果.
  而在吃到食物的時(shí)候,則只需把食物入隊(duì)即可.

  // greedsnake.cpp
  #include <bios.h>
  #include <conio.h>
  #include <dos.h>
  #include <graphics.h>
  #include <stdlib.h>
  #include <time.h>
  #include "conf.h"  typedef strUCt node
  {
  int x,y;
  struct node *next;
  }Node;  typedef struct
  {
  Node *head,*tail;
  int length;
  }Snake;
  typedef struct                   
  {
  int left,top,right,bottom;
  }Frame;  typedef enum                    //四個(gè)方向
  {
  up,down,left,right
  }Direction;
  typedef enum
  {
  false,true
  }bool;  void InitGraphMode();                     //初始化圖形驅(qū)動(dòng)
  void CloseGraphMode();               
  void Foot(int,int);                           
  void Head(int,int);
  void CreateFrame();                    //完成整個(gè)游戲框架的繪制   
  void CreateSnake();                    //創(chuàng)建一條兩個(gè)節(jié)點(diǎn)的蛇,蛇的每一節(jié)是隊(duì)列中的一個(gè)節(jié)點(diǎn)
  bool PlayGame();                        //游戲的主體函數(shù),
  int Hit(int,int);                               //判定是否越界,或者撞到自身,兩個(gè)參數(shù)分別是新的頭接點(diǎn)的x,y坐標(biāo)
  bool GameOver();                        //繪制游戲結(jié)束時(shí)彈出的對(duì)話框                      
  void Enqueue(Node);                    //入隊(duì)函數(shù)

  Node Dequeue();                        //出隊(duì)函數(shù)
  void ClearKeyBuf();                       //清除鍵盤緩沖,此函數(shù)可以消除不停的按無效鍵的影響
  Snake snake;
  Frame frame;
  void main()
  {
  InitGraphMode();
  do
  {
  CreateFrame();
  }while(PlayGame());
  CloseGraphMode();
  }
  void InitGraphMode()
  {
  int gdriver=DETECT,gmode;
  initgraph(&gdriver,&gmode,"../bgi/");
  cleardevice();
  }
  void CloseGraphMode()
  {
  cleardevice();
  closegraph();
  }
  void CreateFrame()
  {
  setbkcolor(CYAN);                   
  //下面的四行代碼用于計(jì)算主框架的左上角和右下角的坐標(biāo)
  frame.left=(getmaxx()+1-BlockWidth*RowOfFrame)/2;
  frame.top=(getmaxy()+1-BlockHeight*ColumnOfFrame)/2;
  frame.right=frame.left+BlockWidth*RowOfFrame;
  frame.bottom=frame.top+BlockHeight*ColumnOfFrame;
  Head(frame.left+100,frame.top-20);
  setfillstyle(SOLID_FILL,LIGHTGRAY);
  bar(frame.left,frame.top,frame.right,frame.bottom);
  setlinestyle(SOLID_LINE,1,1);
  setcolor(DARKGRAY);
  line(frame.left,frame.top,frame.right,frame.top);
  line(frame.left,frame.top,frame.left,frame.bottom);
  setlinestyle(SOLID_LINE,1,1);
  setcolor(WHITE);
  line(frame.left,frame.bottom,frame.right,frame.bottom);
  line(frame.right,frame.top,frame.right,frame.bottom);
  setlinestyle(DOTTED_LINE,1,1);
  setcolor(BLUE);
  for(int row=1;row<RowOfFrame;row++)
  line(frame.left+row*BlockWidth,frame.top,frame.left+row*BlockWidth,frame.bottom);
  for(int column=1;column<ColumnOfFrame;column++)
  line(frame.left,frame.top+column*BlockHeight,frame.right,frame.top+column*BlockHeight);
  Foot(frame.left,frame.bottom+20);
  }


  void CreateSnake()
  {
  Node *node1=new Node;
  Node *node2=new Node;
  node1->x=frame.left+BlockWidth;
  node1->y=frame.top;
  node1->next=NULL;
  snake.tail=node1;
  node2->x=frame.left;
  node2->y=frame.top;
  node2->next=snake.tail;
  snake.head=node2;
  snake.length=2;
  setfillstyle(SOLID_FILL,BLUE);
  bar(snake.head->x+1,snake.head->y+1,snake.head->x+BlockWidth-1,snake.head->y+BlockHeight-1);
  bar(snake.tail->x+1,snake.tail->y+1,snake.tail->x+BlockWidth-1,snake.tail->y+BlockHeight-1);
  }  bool PlayGame()
  {
  int speed=300,key;
  Direction CurrentDirection=right;
  Node randomNode;
  Node newNode,outNode;
  bool neednode=true;
  bool overlap=false;
  int randx,randy;
  CreateSnake();  while(true)
  {
  if(neednode==true)
  {
  randomize();

  do
  {
  randx=frame.left+rand()%RowOfFrame*BlockWidth;
  randy=frame.top+rand()%ColumnOfFrame*BlockHeight; 
  for(Node *p=snake.head;p!=NULL;p=p->next)//hit itself
  if(randx==p->x&&randy==p->y)
  {overlap=true;break;}
  }
  while(overlap==true);
  randomNode.x=randx;
  randomNode.y=randy;
  randomNode.next=NULL;
  setfillstyle(SOLID_FILL,RED);
  bar(randomNode.x+1,randomNode.y+1,randomNode.x+BlockWidth-1,randomNode.y+BlockHeight-1);
  neednode=false;
  }
  if((key=bioskey(1))!=0)
  {
  switch(key)
  {
  case ESC:  return false;
  case UP:
  if(CurrentDirection!=down)
  CurrentDirection=up;
  ClearKeyBuf();
  break;
  case DOWN:
  if(CurrentDirection!=up)
  CurrentDirection=down;
  ClearKeyBuf();
  break;
  case LEFT:
  if(CurrentDirection!=right)
  CurrentDirection=left;
  ClearKeyBuf();
  break;
  case RIGHT:
  if(CurrentDirection!=left)
  CurrentDirection=right;
  ClearKeyBuf();
  break;
  case PAGEUP:speed=speed-100;
  if(speed<100)
  speed=100;
  ClearKeyBuf();
  break;
  case PAGEDOWN:speed=speed+100;
  if(speed>500)
  speed=500;
  ClearKeyBuf();
  break;
  default :break;
  }
  }
  int headx=snake.tail->x;
  int heady=snake.tail->y;
  switch(CurrentDirection)
  {
  case up: heady-=BlockHeight;break;
  case down: heady+=BlockHeight;break;
  case left: headx-=BlockWidth;break;
  case right: headx+=BlockWidth;break;
  }
  if(Hit(headx,heady))    //whether the snake hit the wall or itself
  return GameOver();
更多文章 更多內(nèi)容請(qǐng)看C/C++技術(shù)專題  網(wǎng)絡(luò)游戲攻略  游戲開發(fā)專題,或


  else
  {       //eat
  if(headx==randomNode.x&&heady==randomNode.y)
  {
  Enqueue(randomNode);
  setfillstyle(SOLID_FILL,BLUE);
  bar(randomNode.x+1,randomNode.y+1,randomNode.x-1+BlockWidth,randomNode.y-1+BlockHeight);
  neednode=true;
  }
  else     //no eat
  {
  newNode.x=headx;
  newNode.y=heady;
  newNode.next=NULL;
  Enqueue(newNode);
  outNode=Dequeue();
  setfillstyle(SOLID_FILL,LIGHTGRAY);
  bar(outNode.x+1,outNode.y+1,outNode.x+BlockWidth-1,outNode.y+BlockHeight-1);
  setfillstyle(SOLID_FILL,BLUE);
  bar(newNode.x+1,newNode.y+1,newNode.x-1+BlockWidth,newNode.y-1+BlockHeight);
  }
  }
  delay(speed);
  }
  }
  void ClearKeyBuf()
  {
  do
  bioskey(0);
  while(bioskey(1));
  }  void Foot(int x,int y)
  {
  setcolor(BLUE);
  outtextxy(x,y,"writer:[T]RealXL E-MAIL:realgeneral@hotmail.com");
  }
  void Head(int x,int y)
  {
  setcolor(RED);

  outtextxy(x,y,"GREEDY SNAKE");
  }
  void Enqueue(Node inNode)
  {
  Node *p=new Node;
  p->x=inNode.x;
  p->y=inNode.y;
  p->next=inNode.next;
  snake.tail->next=p;
  snake.tail=p;
  snake.length++;
  }

更多文章 更多內(nèi)容請(qǐng)看C/C++技術(shù)專題  網(wǎng)絡(luò)游戲攻略  游戲開發(fā)專題,或


  Node Dequeue()
  {
  Node *p=snake.head;
  Node outNode=*p;
  snake.head=p->next;
  snake.length--;
  delete p;
  return outNode;
  }  int Hit(int x,int y)
  {
  if(x<frame.leftx>=frame.righty<frame.topy>=frame.bottom)//hit the wall
  return 1;
  Node *p=snake.head->next;
  for(int i=snake.length-1;i>3;i--,p=p->next)//hit itself
  if(x==p->x&&y==p->y)
  return 1;
  return 0;
  }  bool GameOver()
  {
  int x=getmaxx()/2-50;
  int y=getmaxy()/2-20;
  setfillstyle(SOLID_FILL,DARKGRAY);
  bar(x+3,y+3,x+103,y+43);
  setfillstyle(SOLID_FILL,MAGENTA);
  bar(x,y,x+100,y+40);
  setlinestyle(0,3,1);
  setcolor(RED);
  rectangle(x,y,x+100,y+40);
  outtextxy(x+20,y+10,"GAGE OVER!");
  char c;
  while(true)                                        //按q或Q表示退出程序,按r或R表示重新開始游戲
  {
  c=getch();
  if(c=='q'c=='Q')
  return false;
  else if(c=='r'c=='R')
  return true;
  }
  }
  //conf.h                                                          
  #ifndef _conf_h
  #define _conf_h
  #define RowOfFrame    20         //主框架的行數(shù)
  #define ColumnOfFrame 20         //主框架的列數(shù)
  #define BlockWidth    15        //每個(gè)蛇節(jié)點(diǎn)的寬度
  #define BlockHeight   15        //每個(gè)蛇節(jié)點(diǎn)的高度
  #define UP   18432
  #define DOWN  20480
  #define LEFT  19200
  #define RIGHT  19712
  #define ESC   283
  #define ENTER  7181
  #define PAGEUP  18688
  #define PAGEDOWN 20736
  #endif

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